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===PST Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''Tactics:''' <div class="mw-collapsible-content"> Phobos marines are unique in that they can get more CP back over the course of a game, in theory your likely to get 1 or two CP with your strategizing leader. As such it can often be very worth it to play somewhat passivily during the first turning point, so that when you go into the second you have a CP advantage letting you pop off more ploy's and rerolls then your opponent. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> The best way to deal with SM is experience. Really, once you see the opponent's list, you may know what he can do, but SM are the ultimate jack of all trades in KT, and can adapt well enough to most situations. Generalist lists only get you so far, though, and will leave the player using them rather exposed to the strategy of his opponent. Weapon-wise, marines are strong against basic weapons, particularly when wielded by BS4+ models since they can reliably save most hits and have the wounds to soak a bolter shot before feeling the effects. A single shot from something like a meltagun or overcharged plasma gun however has a high likelihood of causing critical existence failure, and those weapons are often powerful enough that any cover a marine uses to protect his ass ends up mostly irrelevant. Any team that can get plenty of AP should also enjoy good success against marines, as those guns will very reliably whittle the marines down in just a few shots. The main weakness off a marine team is the low number of activations. With the exception of scouts, which are a whole nother deal to the rest of their brothers, marines cap out at 6 operatives. This means that for every additional model you have on the table above that, you can keep a hard-hitting gunner concealed and ready to strike until after each marine has moved. Marines can use their 3APL to do some cool tricks, but if you conceal your operatives - especially behind heavy cover if there is a high ground for the marines to abuse - they will be forced to engage to clear out your operatives from objectives eventually. Once they do, they will be exposed to whatever horrors you have in store for them. Wait until your last activation possible to ensure you do not eat any overwatch on the return. Even if your gunner dies on return fire, this is a positive trade for most teams; once a marine team loses two or three operatives this way, they'll no longer have the presence on the board required to contest objectives effectively against even your basic models. There are three big tricks that marines can use against you if you don't stay aware of them. First, always remember that 3APL lets a model move up, shoot, and dash away. In combination with either the right kind of heavy terrain or a vantage point, this lets a marine stay invulnerable while still going on the attack. If at all possible, do not let a marine player do this. Another trick of the increased actions of a marine is the ability to pop the heads of two enemies in one turn. This is where bolter discipline becomes a problem, especially when those bolters are more than just your standard D3/4 basic gun. Furthermore, this sort of 2 kills in one activation can be done even without the strategic ploy by charging, fighting, and then shooting from the new position. Be careful if you have a model weak on wounds within charging distance of a marine. Fortunately, any marine that goes on the offensive only has one more action for movement for that turn. If it has to move out of concealment for this, then you can earn compensation by taking the marine out later in the turn. However, just about the biggest loss you can take is to expose two models to a marine waiting with a conceal order. This lets them kill or injure both and then move away back into cover. Finally, Only In Death Does Duty End can be a serious tool for vengeance in their hands. You cannot easily avoid this, but it is good to keep it in mind so you don't get taken by surprise. It allows the marine to potentially go out guns blazing for one or even two kills, or to run up and press an objective to deny VPs. tl;dr use plenty of conceal early in the game, use higher number of models to force the marine player to engage first, don't let them cheese you, and then start trading your gunners one-for-one for marine lives. </div> </div>
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